The last few months were much busier than I expected, but Clock Town is finally done. I also tried to work on the sky, but it's sort of a nightmare with 93 textures that have to be assembled like a jigsaw puzzle before work can begin on it. If anyone knows the creators of the other packs, I'd love to ask if there's a trick to sorting it out or if it just has to be slogged through. Anyway, here are the last shops...

Milk bar:

Lotto shop (I'm pleased with how the rainbow animation looks in motion):

Deku grotto:
This wall texture is huge and hard to see all at once in screenshots:

Sewer:

(The astral observatory is being worked on now, so I'm cheating and considering it separate from Clock Town.)

I also revisited some earlier textures and improved them. The prayer flags were one of the first textures I did and I thought I could do better, and I noticed recently for the first time that the metal bars on the mailbox actually pop open wider after interacting with it, meaning there should be an opening for mail in between them. In addition to those kinds of changes, I also did a lot of textures outside of clock town in each of the four main directions. Some places, like Sakon's hideout and Lon Lon Ranch, are actually very far along.

I also tried to get ambient occlusion to remain compatible with the new GlideN64 releases, but it turned out to be a dead end. Gonetz helped a lot and was willing to create an option to make the depth buffer available, but unfortunately ReShade won't use the depth buffer even if it were available; it uses the FBO instead, since it just auto detects where the most draw calls are coming from. Technically, MXAO can still be used in the new versions, but it won't align with the environment correctly. That's a shame, since the new GlideN64 versions can actually run it with the framebuffer emulation on. For now, the only way to get MXAO would be to use the 2.0 release and give up on the great new lighting overhaul the game got.

The new GlideN64 versions also handle HD textures a lot differently, so I had to alter a lot of textures to remain compatible with it. 2.0 allowed textures with different proportions from the original to work and scale to the correct proportion in-game, but now textures have to be the exact proportion as the original. I think I've found and corrected all the textures that needed to be addressed.

From here it should be much easier, since the game constantly reuses textures with slight alterations for different areas. I also don't expect any other area to be as dense as Clock Town was. If anyone wants to try the textures out firsthand, here's a link to an up-to-date version of the pack (I also updated the link in the OP):https://mega.nz/#!nYElTDQI!rPcg_2Hia...2knCufP-yrVXwE

As always, I'd love to hear more feedback, and thanks to everyone who has been supportive so far.

I forgot to mention that I did try the Collector's Edition in Dolphin. It didn't seem like SSAO worked through Ishikura, and the game is noticeably buggier by nature. Barring some huge upgrade, like a fully working 30/60fps mod, I think I'll stick with GlideN64. It's harder to work with but it's more stable and accurate, especially now that the point lighting has been decoded.

The astral observatory is done. I'm really proud of how it turned out and how much the sense of space has changed. This is one example of an area that was clearly limited by the N64 tech, so I didn't mind changing the look:

I've been keeping up with your project since the start and I'd like you to know I think this is the best texture pack I've ever seen for a game. I hope it's finished one day. Although I did want to say that the brick walls and the floor in the observatory could take a bit more from the original. Just looking at thumbnails the wall has a bit more grit to it and I kind of like the over saturated floor on the top. Great work though, seriously.

I've been keeping up with your project since the start and I'd like you to know I think this is the best texture pack I've ever seen for a game. I hope it's finished one day. Although I did want to say that the brick walls and the floor in the observatory could take a bit more from the original. Just looking at thumbnails the wall has a bit more grit to it and I kind of like the over saturated floor on the top. Great work though, seriously.

Thank you, but this pales in comparison to the Resident Evil 4 HD pack. I wish I could do the kind of model edits and texture remapping that they do.

I recolored the tiles to match the original and this is what it looks like:

There's a very different mood with each; the original coloring draws attention to itself with complementary colors, clashing with the star field and making the platform much more prominent. It makes the space seem smaller and warmer. The new coloring blends in/recedes and puts the focus on the stars; it looks more like starlight is illuminating it and I think the space seems bigger and "colder" that way. I like them both and could go with either.

I also tried to work on the sky, but it's sort of a nightmare with 93 textures that have to be assembled like a jigsaw puzzle before work can begin on it. If anyone knows the creators of the other packs, I'd love to ask if there's a trick to sorting it out or if it just has to be slogged through.

There is a tool called HighResEaser that does the skybox assembling and slicing job for you.

Please find the instructions for skybox creation here
The latest version of HighResEaser can be found here

There is a tool called HighResEaser that does the skybox assembling and slicing job for you.

Please find the instructions for skybox creation here
The latest version of HighResEaser can be found here

Your texture are really stunning btw - really great job!

Thanks for that. I got some help on the Dolphin forums a while ago and used a watermarking program to paste the filenames into each texture, then I looked at the sky in-game to see how they fit together. Your solution seems better, but either way I've got both the day and night skyboxes assembled and ready to go now.